Quote: "In a very large program, this isn't a good feature to use since you will likely end up with duplicate textures in memory, not to mention time wasted loading needless textures.
One way to load textures faster is to use the DDS image format.
Ideally the best way is to make wrapper functions for image and object loading. This way you can have it keep track of path names, then automatically determine if loading a new image is needed or merely texturing object using existing loaded image.
You can only get about 2GB of textures loaded before DBPro begins to crash. I am not sure about DBPROEX.
Edit:
Also if you use DDS Image Format, the Mip Maps are generated in the image file, instead of being generated by DBPro during loading. This is a major reason why DDS Images load faster."
Quote: "Texture filenames should be assigned in .x file. You can just open it with TexPad and see.
File name have to be full path or just "name.dds", but then, you should place .dds file and object file inside one folder to its correct load.
I export to .x file from 3dsMax and then convert it to .dbo (by DBPro itself) Textures save to .DDS via Photoshop. It is the fastest way to load it to DBPro.
Any way I think that it is really bad idea to use pretextured objects
- Some of objects use the same textures so it will increase memory consumption with no good
- In .x file you can set only one texture per limb - but most of shaders use more then one texture ( you need normals, masks and more )
Pretextured objects can be used for quick tests and demos but not more than that IMHO."
What I'm wanting to build is a soccer game. There will be a large amount of teams in a bunch of different leagues, but you will only see one game played, your team against a computer controlled team or another real person's team. The rest of the games will be simulated instantly using data. So I was going to load 1 goalie object and clone it to make a goalie for each team, they can be same color outfits. I would load 1 object and clone it for the 10 other team members for each team on the field, but texture each team in their own team clothes. I would load 1 object for a referee and clone it to make 2 refs.
So:
2 goalies one per team (same color clothes for both goalies)
10 field players per team (each set of 10 would have their team clothes)
2 refs (same color clothes)
So... if there are more than one texture for the playing field, different formats, jpg, png do I convert all textures to dds? Because I have grass image, normals image, transparent image for goal net etc etc.
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